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【汉化资料】通用解包器制作工具QuickBMS图文教程2

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【汉化资料】通用解包器制作工具QuickBMS图文教程2

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发表于 2009-6-11 20:21 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

【汉化资料】通用解包器制作工具QuickBMS图文教程2

ok so set up our c:\temp directory bye extracting our file BoneObject.hsp4 i3 h' K. G/ a& a
1. to c:\temp3 m# u3 m; {" a) w( {* j# L
2. create a new text document called astro.bms( L* B* K* P) K3 F9 C
3. and place the newest version of quickbms in the folder also.  J: r" p6 S! I/ _' z: w

* t6 J* d2 z/ W4 c, v- x. {! }Ok so open up BoneObject.hsp in your hex editor and lets take a look at it.
) }9 [, P/ s1 K8 I# P/ D  : b0 S* L; G9 B3 r; F4 Q. P
good we have some plain text.
' }  G3 B9 I- J5 m  D: b, myou will notice I highlighted the first 4 bytes 20 50 53 48 or " PSH" that is a space followed bye P S H.! ^# p0 T6 F7 q
hmm that seems familiar that is the file extension only backwards. this is know as the idstring% c# _4 C" N- Q0 \/ J1 D( d! t
so up until now you would think to write in bms
5 H: T' S" y/ K- yget IDSTRING long
9 c) @5 S2 W1 g" pthere is nothing wrong with that but there is a better command9 z' f% `% `" W8 x" @5 J5 h5 i
idstring " PSH"
; U- l- o: h* S. [% t7 X  ^1 Rmake sure you include the quotes.
4 ^) l+ ]. ^, W" Lso open your bms string and on the first line type, F& G4 c2 [  @, A' t# x
idstring " PSH"" |* b1 h1 R9 f8 W# q
the reason this command is better is it will tell the program not to run if it does not find that string don't try to extract that file.9 g- @- H4 \) X8 s
"aka noob proofing it"8 J9 Y* _( X4 m" a* Z
9 A( l4 d5 L- b5 |1 ~4 L
Ok so now lets look at what we can read I see 0 r% L$ {/ v. Z" h
Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds , Datas\Texture\BoneObject\Toon.bmp , Datas\Texture\BoneObject\Toon_a.bmp , Datas\Texture\BoneObject\Toon_zero.bmp5 m: a/ I& X* ^( P( R2 B) \
so I will assume there are 4 files in this archive.
' h3 h: m3 J; L7 n: o8 t7 `well lets look at the next 4 bytes and see what it is 01 00 00 00 hmm that is equal to 00 00 00 01 or 1 and we have more files in this archive than that so we do not know what this represents
% r) l5 ]0 k0 a* \# R) Aso lets write that in bms language! u' D/ E+ z. ?- {. k
get UNK1 long9 t( K9 F/ g) F2 ^8 [  H, ]! m
this saves those 4 bytes as the variable UNK1.8 F4 H2 Y' ^. K; k6 k+ ^: A
. V( E4 _8 N" E. B
ok the next 4 bytes are 04 00 00 00 hmm this translates into 00 00 00 04 or 45 z$ \+ J& r. {5 P
hey that is the number of files we counted so lets write that in bms# f- n, Y. z# \$ j
get FILES long/ O4 k- \# Y7 U5 J; r, @! a
this saves those 4 bytes as the variable FILES.9 E8 w1 {* X/ c5 O3 Q9 Q" w

) ^: o+ T/ a+ Athe next 4 bytes are 00 00 00 00 well that is equal to zero so for now I will write that in bms
/ w- F$ @& M! Sget NULL1 long
: {% t+ h: g  X2 v& b( N9 d% i; P! ?this saves those 4 bytes as the variable NULL1
" s6 H0 x* T7 C: e! \$ Q2 ?! P
- |, b: Z, Q) e: j" i( x, Jok now we have reached the first file name Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds
! l& M0 H, c2 Uthis is 0x36 bytes long but wait there was no indicator like the last file that told us how long the name is how do we write this?
0 q0 }; ], b7 Z% G- Y) {8 ^well lets look for a pattern
+ J6 O7 }8 }) S6 Q; \/ x. SDatas\Texture\BoneObject\npc_nagoya_octopus01_body.dds is 0x364 E; Y1 m+ P& W6 a3 q& c% L
Datas\Texture\BoneObject\Toon.bmp is 0x21
2 z# `" `4 u  P9 g% ODatas\Texture\BoneObject\Toon_a.bmp is 0x23- e) q4 b1 x9 B
Datas\Texture\BoneObject\Toon_zero.bmp is 0x26: {: y. U& J* }
hmm I don't see anything that makes that a pattern.5 P7 l* @. @1 s' d% J9 ?
but I do see all the names are followed bye a lot of zero's. how long is the name + the zeros of each file?+ E# j: u1 z; U5 v/ \6 K
Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds + 0's is 0x80/ o+ p" L9 Z8 V& q% u
Datas\Texture\BoneObject\Toon.bmp + 0's is 0x80
' ?+ s6 l- b4 u9 P. rDatas\Texture\BoneObject\Toon_a.bmp + 0's is 0x80( c+ m. k0 x( |+ Z4 W# _; Y7 s' y
Datas\Texture\BoneObject\Toon_zero.bmp + 0's is 0x80
/ T  s# \. C0 ?8 W, Z! [hey they are all the same size when I include the 0's
) W) B- ?' H  d; C, N8 b/ A! yso in bms I would write this as
& Q& V( f" T( y; a( R3 cgetdstring NAME 0x801 v$ i6 a& f7 [6 {/ J& ?
this tells it to grab 0x80 bytes and store the text value of it6 t% ?) z- b$ ~+ b$ B
and as an added feature it will automatically remove trailing 0's ) h& q0 x4 N$ V  a
- a) j! U" b) w( f+ [& X* b7 w
ok so now we have 0xC bytes before I see the next file name9 h+ B3 P9 i& d  F* `  d$ ^/ V9 b
which is 3 long values6 z" ?" _* c3 L; D$ v# }; t
so lets write those in and we will figure out what they represent later.& o1 M# j' v: J: N: Q6 P7 o( S
get UNK2 long
9 ]( {* n3 O5 G0 I7 v7 ~8 cget UNK3 long8 j0 F! d3 p, _+ Z. T
get UNK4 long; ]; g' \% D3 F' w: Q
- y) J6 H3 |- p; [# B. y
ok so now we see the name again; n+ t5 g" _' a8 |4 \6 N& r# ]) c  ~
we have our pattern so lets write our script based on what we learned  c( I" I$ W% L% T4 p6 \+ W
so it would look like this up until now
% u$ d. p& Q1 {5 F1 m* v) {' |9 s/ R. _; O$ P& S; ~) S+ q
Code:$ d' \: U- i1 k' z6 i$ m
idstring " PSH"
; E& |0 j* r2 U  F- {* z" C% Jget UNK1 long
4 _5 Y* d# o0 m; Yget FILES long
) d$ P* D+ D5 f1 lget NULL1 long! y' h+ n8 H, g- _% ~" R2 G
for i = 0 < FILES; s2 x6 ^7 i' G
getdstring NAME 0x80
- S- p8 a& Q& G) R0 h- ]/ Z; fget UNK2 long
3 f+ _! Q' G5 d) sget UNK3 long
+ O6 c# V- H$ hget UNK4 long
, U. Q. t' Z9 h5 Y3 y( O8 g/ zclog NAME OFFSET ZSIZE SIZE- x9 e9 x% v! [! T4 ^. v
next i. O0 F- ]6 v8 e( W* P8 E& N
- I0 c+ y1 A0 ]) B" c1 }2 |+ j' F; \
% v5 M0 E& H* ?9 c5 U0 C
ok this may look complex but it is almost identical to the first tutorial file except we added 1 more variable
2 U, w# O( X7 j! }9 @ZSIZE this represents the compressed file size while SIZE represents the decompressed file size( H2 h/ `3 X' u5 Z& j& \
and we also changed the log command to clog to represent it is a compressed file.( X; a1 R. ]( K. Y

2 D% X9 v7 \; n3 sok so now we have our loop and the commands to extract our files but we still need to fill in the variables* S& C; @3 c4 R, I3 I7 e$ ]# D
OFFSET ZSIZE SIZE
$ n/ y9 V/ w0 S7 @5 r0 V: w' C% |5 Jso that means our 3 unknown values must represent that but how do we know what order they are in?
; G9 j4 P7 A# H2 O  R$ L
/ H. R" o6 B' h" D+ vWell ill let you in on a cool trick follow the file loop to the end start at Datas\Texture\BoneObject\npc_nagoya_octopus01_body.dds and highlight the whole 0x80 length8 n3 o6 |  X8 I
then add our 3 unknown variables so that means we are highlighting 0x8C for our length. the first file is from 0x10 - 0x9B% O6 }& v0 }& |, M
so now do this for the rest of the files and you end up at highlighting 0x1B4 - 0x23F% q( `4 X, K4 N. v
    A* f% v- p: J  I0 A; p  Q8 d5 w
ok so we reached the end of our loop now what?9 j" P+ B, a/ a5 I7 J7 a" k
well the next 2 bytes are 78 9C and this is an archive extractors best friend when you see this at the start of a file.5 p: @3 Y& @$ ^2 M' ?0 }9 L0 [
78 9C represents the standard zlib compression header
/ D! N' T& {" H0 L* {ok so this means our first file starts there which is at offset 0x2401 s. `# N( ^; o) B

7 s% x& I. [0 q; H: @/ t$ _well lets go back to our first file in the list and look at those unknown variables." |' @, f2 j! [, R- d
24 72 00 00 is = 00 00 72 24 = 0x7224  L/ b7 L+ |/ I$ Z- {- |1 m
80 00 02 00 is = 00 02 00 80 = 0x20080! I. q+ e' O7 z: S7 s9 I8 P% n) y; S
40 02 00 00 is = 00 00 02 40 = 0x240
! D1 s3 Z3 F% u6 m: B. g* [! T- UI think we have a winner so the third variable is 0x240 aka the offset
/ O* O  c( ~+ j. [: Lso lets update our script# Z! A7 _/ s4 X6 `" n

1 {6 W5 g+ R3 c/ I
2 y: u7 R* |: o: n# HCode:
2 o- T( e$ U( o6 yidstring " PSH"
0 o' M$ l& w, b$ [) X$ Eget UNK1 long
4 K# D, ~! N- C$ `2 a/ Nget FILES long
+ v4 R- ~7 j, J) ]0 Fget NULL1 long9 ^) c0 x& t, @6 ?9 B  a  x
for i = 0 < FILES) f! E- q$ Q0 b
getdstring NAME 0x80: F  c4 n4 j, s* e" J
get UNK2 long* d3 x6 u9 ?3 D3 Y! D- a8 W
get UNK3 long
  @) q2 \! U+ V! J# n' D1 i' Gget OFFSET long; f3 c# v" R  A: Z
clog NAME OFFSET ZSIZE SIZE
5 w; Z2 {: y3 [next i) V4 z( _3 ?0 F

9 i" B2 h5 b- E, D; \: [( U" q! Y  u
now that just leaves ZSIZE and SIZE
+ @9 d- Q, o) M2 N' t1 nwell bye process of elimination the decompressed file must be bigger than the compressed file so we compare the 2 variables# G5 {6 J6 `. I+ p1 K
24 72 00 00 is = 00 00 72 24 = 0x7224
$ X9 B& o$ H4 U9 [) i" `! E80 00 02 00 is = 00 02 00 80 = 0x20080
" u( C. V8 O, {9 lwell 0x20080 is definitely bigger so we now know the last 2 variables
( `+ A% o  U& E  c! p+ e. j& q+ f* n

% C  K/ s9 z: NCode:
; t  o; w  r* H/ G5 V6 pidstring " PSH"7 E9 @& _  E* y8 v) F! r! z
get UNK1 long" _: C) P& R/ j* s0 @
get FILES long! `, e$ B+ G0 D. [/ g
get NULL1 long+ ]' j# |3 h: j  e4 L1 C7 V
for i = 0 < FILES' H& s. q7 y1 ?+ p- ~- W. a
getdstring NAME 0x803 O8 h/ V1 z8 I2 o
get ZSIZE long# t( b. P6 q" V' U
get SIZE long
7 [& f1 m; S, ^! n& N1 iget OFFSET long( a4 z# b4 U  u% _
clog NAME OFFSET ZSIZE SIZE
5 y. J5 ?) U8 x9 m8 k; D  d' jnext i, b6 X8 U8 |  z/ L7 h( Q9 e6 S" M& n
2 t% I7 j6 V# e3 U; z( U

# E& Y" ^( z- ^# z$ _, V+ Xnow try our code out on the file) r9 [; [$ J. ]* _3 S% S% G. K
open the command prompt and change to the directory
- L4 b! u9 i+ W$ ]8 O# w) g3 kc:\temp* H9 R+ N- S% ~3 _7 m
now type' d/ M( ?* k" Z  O% p
quickbms.exe -l astro.bms BoneObject.hsp .: H4 P( ]# m) w9 L: L5 p
yay it listed our files without any errors now lets try extracting them
2 {5 w' T" e! @) Vcreate a folder called extract
1 l) b+ Z; q. k* B8 Qand type9 e& U: o, K  P4 Q& Q- U' m
quickbms.exe astro.bms BoneObject.hsp extract. K# Y, s6 A2 Y) M
if we look in there we now have folders and in those folders are 4 pictures
2 z  h$ c( @% }& n: Cwe did it.  q6 ?5 s- |/ b% M$ m* N! D
$ `4 m+ P! L7 E$ J* V
Let me know if you want more pictures or any way I can improve the tutorials.0 v$ Q/ d/ \) f' [+ T

' F' Q* v2 x2 z' y
" ^. h: r5 _. h) H+ ~Last edited by chrrox on Tue Jun 09, 2009 2:33 pm, edited 1 time in total.

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发表于 2011-5-29 19:15 | 只看该作者
要是大大能把QuickBMS的帮助翻译一下就好了[s:89]
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沙发
发表于 2009-9-9 21:53 | 只看该作者
cool turotials ,thx!
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板凳
发表于 2009-10-7 21:48 | 只看该作者
应群里朋友之请,翻译了一下这篇教程,不是完全照翻的,后面差不多是自己rewrite了,希望会有帮助7 k( d: p3 |  L! C
——————————————————————————————, K( y$ N# x1 m
建立一个目录C:\\temp来放我们解包出的文件
6 P# T3 P- |/ Y3 X  S: j  F+ @, L, z
6 Q( w6 J5 Q% V% K# B1,进入C:\\temp文件夹1 r% ]- L& N+ \# c% V% h0 S3 C
2,建立一个新文件 astro.bms(QuickBMS解包脚本)
3 m0 B' c0 j( {, k. f2 z3,把最新版的quickbms也放到这个文件夹5 A/ m% N2 X, z  l* h  s. ]9 M( @  ~

3 p8 @; L2 H/ D2 y4 `' G& M  A6 J现在,用你的十六进制编辑器打开BoneObject.hsp,来好好观察一下5 v  f, A" F4 M" R( y1 d+ d! x
(图). }6 E% F2 K  U- i3 `4 }1 K# T

- f% X' n$ d. E( G( Q很好,我们看到了一些清楚的文字
9 x. X) E* e- ^1 v: ]; d* K
4 ?5 m3 s7 V$ M  V; }你会注意到最开始4个字节20 50 53 48,是空格跟上PSH
) J) B0 G. [  A8 F5 l看起来就是文件后缀名的反向排列, {# y, R# I6 z; x7 u

2 s7 I% L* T9 ?" x0 u这被称为idstring(标识字串)
2 r8 j8 M  z+ d6 B( j所以,现在在脚本里写上一句
7 h* s5 s' v5 v' [7 U' w# \% I6 h6 B. t% R& U4 m8 _3 E
get IDSTRING long       (将四个字节(long)存为IDSTRING)$ A1 E. c; w1 T  d8 C8 V% a
$ v4 W" b+ l0 ^- `# d; x
这没什么错误,不过我们有一条更好的指令+ m2 [# B; d, ~1 c: S
3 ~( O0 ^# h" Z1 v& ], q
idstring " PSH"        
$ R- }+ ^  h6 y+ p- X
0 T8 s$ [" L8 M  C' Y. s2 B确保你没漏掉引号。% r) J( q5 u6 k% X
, {" C7 ~' v- z; p! |9 h7 V8 A
这条指令更好是因为你可以告诉程序,如果没有在开头找到这个标识符,那么就不要解包这个文件。1 C; Z# _; E+ q; h
4 S5 D- f7 `( [
之后继续观察文件,我们可以看到3 H6 f3 {* Z$ [! \/ w7 v! b4 t- q
Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds , Datas\\Texture\\BoneObject\\Toon.bmp , Datas\\Texture\\BoneObject\\Toon_a.bmp , Datas\\Texture\\BoneObject\\Toon_zero.bmp + t; R1 m# v  `' Y- [4 F8 D
所以我假设有4个文件在这个包里。
' d3 A! n& |; e5 k3 y! e) X5 _( b8 @9 i2 Y5 W  h/ p  |
ok,回到开头标识符,接下来看之后的四个字节,是01 00 00 00,那等于00 00 00 01或者1,文件数量比这要多,所以我们不明白这代表什么
  m  S% g/ U; @) J' ^. J' i6 N+ t& Q( e, J! R
那么我们在脚本里写这么一句
) X0 E, D# i$ F2 V0 \
2 G1 k# h& t1 j$ qget UNK1 long6 Q# `1 U6 A& V+ \$ D
这句指令把4个字节存为变量UNK14 P! ]7 B4 h  M+ Z9 G

4 |: \6 B0 ]9 `/ I+ }ok,之后四个字节是04 00 00 00,就是00 00 00 04或者42 S* J1 q' d$ P8 n7 `) |8 c1 u
这就是包里的文件数量,所以我们在脚本里写这么一句:
2 H- j+ R/ d; `# }) i
; f( _6 A( x& ^8 l, K9 l3 j3 _- tget FILES long
4 ?: k( g) s3 A7 F这一句把4个字节存为变量FILES
! b2 u! W0 O  S$ K, J1 k
) E1 P* ?2 Y7 W" A5 z之后四个字节是00 00 00 00,嗯,那就代表0+ i# x7 Y+ t' t5 a' ]) s: S# d
于是我们这么写1 X, y' T. M  D/ \+ t3 G4 e, ?
6 q2 R3 \' v: k4 I
get NULL1 long1 r9 D' F5 |  {  r; l
把这四个字节存为变量 NULL1* G+ F( u: v. Z& e0 F
( r% h( z, |2 e4 H8 E5 p' H
好了,现在我们到达了第一个文件的文件名部分8 {9 `3 G- z0 \1 G8 ]; N; Y, K% U
Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds
6 k% e  _2 r* K& B. S5 ~这个字串的长度是0x36,不过等等,这儿没有一个标示符告诉我们文件名的长度,那么我们该怎么写脚本呢?
7 l5 Z& `, w0 O: P5 u, Z" }5 p
# p8 E; z, r* W) a1 o; pwell,我们来找找规律: G( Y- P: J& T2 G5 v
Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds is 0x36 ) S$ k0 G6 Y  V) l  R; B  @
Datas\\Texture\\BoneObject\\Toon.bmp is 0x21" V/ q$ M$ z! [  g
Datas\\Texture\\BoneObject\\Toon_a.bmp is 0x23
5 m+ p) Q9 ~- t5 Y5 m3 t* }* vDatas\\Texture\\BoneObject\\Toon_zero.bmp is 0x26$ i. k$ h/ H/ `% v; _# n5 N& f" [
& J. m$ ~' s5 ~" B
看起来没什么规律,呵呵
8 v% T) E$ c  m$ _4 O* R) g  c: X) S9 P9 B
不过我注意到,文件名之后都跟着一大堆的00,那么把文件名加上那些0,长度是多少呢?
! `) X: C: ~6 X; r4 R8 C) ]3 h- i5 r
Datas\\Texture\\BoneObject\\npc_nagoya_octopus01_body.dds + 0's is 0x80   
* z- N/ V* q, k& M7 IDatas\\Texture\\BoneObject\\Toon.bmp + 0's is 0x80 # M+ Y7 D, I- Y4 V$ X' b# o6 k
Datas\\Texture\\BoneObject\\Toon_a.bmp + 0's is 0x80
$ B6 T+ w' ~7 Y0 W% e: j* c  xDatas\\Texture\\BoneObject\\Toon_zero.bmp + 0's is 0x806 W5 E" e1 Z" D* Q
, F# Y& a1 P* u; ^
嘿,看到了吧,他们的长度都是0x80" u) v" ^- t# \8 Q1 _$ }
所以,我们在脚本里这么写: d9 ?1 N4 J! m7 a; g; S
getdstring NAME 0x809 b* L6 S$ T+ w, Z% v1 R
1 n+ O# Y2 a7 S" F* v0 l0 J3 K
这告诉程序,读取0x80个字节,把他们存到NAME变量里,程序会自动移除后面的那些0' s7 O5 Z$ B$ {+ ?8 {- P1 B: M9 ]
" y  v+ T6 H. [1 V
ok,那么在下一个文件名之前,我们还有0xC字节的数据,这些是三个long型数据) C  w" ]/ b9 ]) g1 `' M
我们暂时这么写,之后再来搞清楚他们到底是什么意思& c7 D" g, Z* N1 H# h# ?
get UNK2 long2 _+ ^% ?( W! o
get UNK3 long$ ]2 n2 H- e, Q$ @
get UNK4 long
6 _$ n- g% K  x0 w8 s
' s( ^$ A! |$ q3 T! ~那么我们现在又看到了文件名5 Z0 \! j* Q' F
现在,我们找到了规律,所以按我们之前学到了来写脚本:$ i6 }  j* r6 r! ^& z
' W( ]2 ?  R# T8 v4 l3 c/ H# c
代码:, m) ^2 Y: k6 \/ i8 Z+ J
idstring " PSH"
$ a3 S2 a5 S4 T; cget UNK1 long
# q0 v  t. |/ i& f% S) nget FILES long% ~# j' ^: Q4 m+ @& {0 K% [
get NULL1 long
7 t" N$ d; l9 F% B) u$ a& Nfor i = 0 < FILES! l% K" G4 t! g& l1 l' N* ]
getdstring NAME 0x80+ }4 o! `+ R; D. C
get UNK2 long: N7 T5 ^( o4 V) a  A
get UNK3 long
' m+ s! b2 m2 U1 sget UNK4 long
% J! r" Z- g& z7 |" Wclog NAME OFFSET ZSIZE SIZE
( V' U2 p4 s. F+ s0 ?next i+ ~& }& R1 L( @% E% s& I7 b/ M& f
1 D( f( o8 B2 h2 l
ok,这看起来可能有一点复杂,不过应该跟第一篇教程差不多,除了我们多加了一个变量ZSIZE,它表示压缩过的文件大小,而SIZE代表没压缩过的文件大小
  r/ j' u7 N) b4 `* M我们同样将log命令改为clog,表示这是一个压缩过的文件。3 E% ~, l& w- B% {, j
) Z2 c1 H0 k) }4 O8 g6 A" \0 `
现在,我们有了循环,指令来解包,不过先得给这三个变量赋值
& O+ E7 a5 @0 D% JOFFSET ZSIZE SIZE1 P3 I4 U2 D8 v" N1 k0 o8 R

7 E1 ^4 j7 P& E: L这意味着我们那三个未知变量很有可能代表的就是他们,那么我们怎么知道顺序呢?& Y- R9 Z) }4 I1 ?" A& ?0 y1 U% s

& K; Y" P; O- d0 o. l; P+ A好,现在让我们来到这个循环的末尾,定位到最后一个文件的文件名,选择0x8C个字节。
7 x2 g+ D! f5 Q! S8 K' ^然后之后2个字节是78 9C,这是一个解包器的最好朋友,尤其当你在一个文件的开头看到它时。) F# P9 `3 k" s/ n# o
78 9C 是标准zlib压缩格式的头部标识4 j; o( u. F7 C
; h4 I; m6 m# r
所以,这意味着我们的第一个文件从偏移0x240开始
% d% ~% {4 Y) j" z/ r
' G& R) F7 {' @: B/ L( w$ g/ V之后,我们回到列表里的第一个文件,看看这些未知变量。) _) N: F5 U9 ?+ U5 v
24 72 00 00 代表0x7224; K& ?" _5 F" r
80 00 02 00 代表0x20080! l- H' U9 S+ v7 M; X
40 02 00 00 代表0x240; Y7 A' ?7 z1 f5 v

+ O% @+ o/ o. o$ B3 C, W' v我想我们至少知道第三个变量0x240代表着偏移量$ K- h$ t/ r9 x5 O) V$ T
那么,更新一下脚本:
2 t# [2 U5 ~. s# r  ^. j$ M+ E% d
0 i$ q# ^% h0 P" |% e- X9 a代码:
: o* A" m* u4 L# Bidstring " PSH"
+ r0 N! |  N+ ~0 s7 dget UNK1 long2 v2 q/ S/ D! ^
get FILES long1 X  X' Y! H( b
get NULL1 long( ?6 Y: f  {4 b# t
for i = 0 < FILES+ s; f# K9 R" \! Q- w( E1 V
getdstring NAME 0x806 T) |/ f) j7 i1 w
get UNK2 long: ^1 \: M( H3 S+ K: \
get UNK3 long- l9 ^' x, w! n/ b& v2 @' w* b  \
get OFFSET long. a! q" W7 R* o
clog NAME OFFSET ZSIZE SIZE
( m+ d: V/ B3 W) w2 j* a( n6 m' q6 inext i& J" h! i0 T" |, o' _
. [2 H; B) E% n2 Y/ w
好了,现在还剩下ZSIZE和SIZE
# ^$ }' w6 x/ i显然,压缩后的文件大小要比原来的要小,那么比较一下这两个变量
" W! L: |4 |. \  i: ~2 X! `一个是0x7224,一个是0x20080* E% [# A' N9 v( C/ Z
显然,后者要大,于是我们这么改写脚本:
. h5 _, \6 u8 G6 k3 S" g
: j1 ^% i; v* q% w代码: / m5 S& o1 x7 O& o( B/ c
idstring " PSH"
: {; J* d5 k3 C. w+ Tget UNK1 long
5 B( e4 D' |# P  C0 z1 W7 V, Nget FILES long
' S: _! U) J) U' z, Q+ l. O0 Xget NULL1 long/ p8 D; r, Q1 ^! K: s6 `4 A
for i = 0 < FILES# ~3 L) F2 C* N! c: [: r+ v# C' B
getdstring NAME 0x80' ^9 z/ Q7 y, H( K6 ]: t
get ZSIZE long
# \4 G( {8 M6 N/ }" ?: j* tget SIZE long
7 H5 `# y: L3 g% \; {get OFFSET long
3 \6 F2 M8 \, b, l$ i6 rclog NAME OFFSET ZSIZE SIZE
" p/ a- h. D& ~$ y% a0 o8 \next i
/ B& h# ?) ^4 [
. |1 L$ Y& p: b: e好了,现在试试我们的代码吧。
. k1 \" Q. r) j$ m打开命令提示符,进入到c:\\temp目录( W& Z' G8 G  l# e2 v% L: }/ p! G
7 {" M/ d$ Y* o4 b
输入 quickbms.exe -l astro.bms BoneObject.hsp
- R. M$ d% i6 H, q, Q他会列出我们的文件,没有提示任何错误
$ G8 G# H& B% v% U) d好了,现在我们建立一个目录 extract, X+ [! B- x, M  K$ k  P4 T
输入quickbms.exe astro.bms BoneObject.hsp extract/ R, Z; h: T5 _& |: p4 W  o2 p" @; `
+ e/ S0 P& J) u( C3 f3 t8 V
好了,现在我们在目录里有了4张图片,我们完成了。
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笨蛋狐狸 该用户已被删除
地板
发表于 2011-4-28 09:42 | 只看该作者
感谢各位前辈,留爪备查。
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